so I went into the foundry today to update ST: Allegiance Part 2 as I got ANOTHER 1 star because someone can't seem to walk across a wide, straight bridge without falling off the side when I noticed a new set of items next to the invisible walls.

the invisible objects are cubes at 10, 20, 40, 100 and 1000ft which are non-collision. This means we now longer have to do the bottle trick to have built in map objects interactable. Already replaced two items on the last combat map of this mission (4028) with these, so if anyone wants to try and see how they work give it a shot.

Yeah we've had invisible objects for a long time. They've been in for at least a year and a half because I used them when working on Dereliction Duty.

Is this why it seems like a lot of people are still using the martini glass trick? In my experience a 10 foot invisible object is usually fine except for in cases where the interact has to be absolutely pin-point accurate.

Martini glasses are best for consoles and things like that where the character needs to be physically interacting with the object.

They are also very useful for optional dialogues, used in conjunction with triggers so you can have "thing 1 happened" and "thing 2 happened" chains.

I've noted that some of the other non-solid detail objects are great here too. If it's a smoking console, you can use the SMOKE(if you added it) as an interactable object. I did that in Darkness for all the console interacts. This was mainly because I was doing interacts for consoles that were built into the map. The base map had so many consoles already that adding my own would have made it too cluttered. I was adding enough OTHER stuff I had little room.